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5 Questions Every Sorcerer Should Be Able to Answer

Sorcerers can be a bit of a problematic topic, depending on what edition of the game you play. If I remember correctly, they came into existence because a sizable chunk of the Player’s Handbook was for wizards only so they created another class that used the exact same spell list. So there are some originalists that do not feel they should exist. I’m more of a modernist in that sense where I accept the class as they are and go from there.

The basic concept of the class itself is that you can just do magical abilities. No matter the reason why, you can just wave your hands, utter what would otherwise sound like nonsense and BOOM magic happens. Frankly it sounds like that if the magic didn’t happen, you’d be locked up for insanity. But here you are, making with the magic. So yeah!

If you want to play a sorcerer, here are five questions that will help you get into your character. See our 5 Questions for bards, clerics, druids, fighters, monks, paladins, rogues, and wizards here.

1) How Did Your Magic First Manifest?

One day you were an average person. The next you were making sparks shoot out of your fingers or you levitated something or you made someone suddenly agree with you. Wait a second, how do you know that that last one wasn’t just a really persuasive argument? Simple, you tried it again without waving your arms or putting that same amount of force to your voice and it didn’t work. It is only when you did that exact same sequence over and over again that you realized that you were making magic. The same is true with the other spells you cast. You tried to make fire happen without waving your hands or suddenly gain the ability of perceiving magical auras by speaking different words but they simply don’t happen.

This brings us to a first if several non-obvious truths about the sorcerer class: sorcerers have to work hard at their magic. Being a wizard requires years if study while sorcerers just make the magic happen so it is easy to think that being a sorcerer is easy. That’s simply not true. There is no guidebook to being a sorcerer. Wizards literally have a book that says this is how you make magic; sorcerers have to reinvent the wheel for every new spell they want to cast. That requires lots of work and patience.

2) When Was The Last Time You Lost Control of Your Magic?

Like I said, being a sorcerer just happens. You did something and unexpectedly magic just happens. So was anyone hurt when you did that? How about the second time that happened? Third? How many times were you told to keep your magical powers under control after you broke something without meaning to? In your anger did you burn someone without meaning to? Is this why you left home and became an adventurer, because you feel you are a danger to those you care about decided to not return until you could control your new-found powers better?

3) Did You Always Choose to Use Your Magical Abilities for Good?

Frankly, I hope the answer to this one is “No.” It is far more of an interesting answer to decide to choose good instead of always being good. Say you left home in a hurry because you had burned someone, not bringing much in the way if food or supplies. You are now a homeless person. So if you manage to outrun the stories about yourself, you’re going to be hungry. So you walk into a tavern and and charm your way into a free meal and a night’s rest from the tavern owner. So when the tavern owner comes to their senses and brings their spouse comes to collect what you owe, you try again and fail and get run out of another town. Sooner or later (maybe after spending a few nights in jail for your actions, maybe after you saw someone in need and you helped and someone looked upon you favorably for the first time since you developed your powers), you realize that you have to clean up your act and can use your abilities to earn your keep instead of stealing it from others.

This brings us to the next non-obvious truth about sorcerers: it’s easy to go bad. Instead of choosing to clean up your act, suppose you always decided to stay selfish. Sure you did the occasional good deed so you could tell yourself you’re a good person, but much of the time you are motivated by your own wants and desires, ignoring the pain you cause others. That way is easier, even quicker. That is a seductive thought, one that your sorcerer should be able to understand, no matter which way they choose.

4) What Spell Is Inside of You That You Can’t Seem to Cast?

Much like Rincewind with a powerful spell inside of him that doesn’t want to come out, you should also have a powerful spell inside of you that doesn’t want to come out yet. You know it is inside of you, but you can’t seem to get it to come out yet. Maybe you don’t even have a name for it yet, but you can feel it inside if you, deep in your soul. Do you hold it back until you can control it? Perhaps you try to bring it out, but it simply will not come out yet. Is it asleep inside if you and you are not sure you want to wake it yet? This is why I like to make my sorcerers with a theme. You know you have a raging inferno inside if you and you try to tap into it and instead you only get burning hands. You try again and you get scorching ray. Then fireball and so in until you can fully tap into that power deep inside if you that you know is there.

This brings us to our last non-obvious truth about sorcerers: it should be confusing as hell. Why does flapping my arms and saying nonsense make magic happen when it doesn’t for someone else? Why can I now call forth this one spell when I couldn’t yesterday? How come I could make this magic spell before but I simply can’t now? There should be very little about your abilities that actually makes sense. That would make some seek stability. Which brings us to our last question:

5) What Do Your Fellow Adventurers Offer You?

Why are you with this group of adventurers instead some other group? The simple answer is that they offer you something that others cannot: stability and acceptance. Your powers can be viewed as weird or downright scary by those that do not understand them. For you to stay with your fellow adventurers, they must have accepted you for who you are. Maybe they express that acceptance while teasing you, but they will stand by your side if anyone is mean or attacks you. This group may very well be the most stable relationships you have had since you developed your powers. So the question then becomes, what will you do to defend them when they need you?

Greyrend, our signature sorcerer, left her clan of lycanthropes and other skinwalkers when she was only 12. She could only manifest her magical powers when she was angry and she did not have much control of her powers at first, making her an outcast. She tried to live among humans in her human form, but growing up among wolf-people didn’t imbue her with the greatest amount of social skills. While she can unleash destructive power, she prefers to focus on ways to enhance her natural fighting abilities and to adjust the minds of those that oppose her, making it feel like she has some acceptance, even if it is only for a little while. Since joining up with her fellow adventurers, she has had to change other people’s minds far less. They are helping her interact with others when she is less than socially graceful and teaching her how to get along better with others.

Greyrend is featured on the cover of the adventure Deadly Delves: The Chaosfire Incursion for the Pathfinder Roleplaying Game. Download this adventure today and check out all our Pathfinder, D&D 5e,13th Age, and Traveller titles today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Phantasm Swarm

Swarms are a pain in the butt. Physical weapons are of not much use against them if at all. Spells that target only a single creature are downright useless. You have to rely on area effect spells to take them out. Otherwise, you’re running away.

Incorporeal creatures are a pain in the butt. Physical weapons are of little use. Spells that don’t deal force damage or positive energy are not very effective. You’re have to rely on a small selection of spells and certain divine casters to take them out. Otherwise, you’re running away.

So when creating the Book of Beasts: Monsters of the Shadow Plane, I thought why not combine the two. That would make a monster that is just downright terrifying and perfect for a higher level game. The only thing that would make it even worse is if one of those classes you would normally rely upon were less effective. That would be evil! The result of that is below.

You can find this creature and more that are equally awesome in the Book of Beasts: Monsters of the Shadow Plane at the JBE Shop. This book is also available at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Phantasm Swarm

A cloud of dark malevolent energy manifests itself as a roiling mass of angry skulls and grasping hands. The parts move and act as one – a single entity driven to destroy all that is holy.
PHANTASM SWARM CR 12
XP 19,200
CE Tiny undead (incorporeal, swarm)
Init +10; Senses darkvision 60 ft.; Perception +32


DEFENSE


AC 23, touch 23, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge, +2 size)
hp 102 (12d8+48)
Fort +8, Ref +12, Will +14
Defensive Abilities channel resistance +2, incorporeal, swarm traits; Immune undead traits; SR 20 (divine spells only)


OFFENSE


Speed fly 40 ft (perfect)
Melee swarm (1d8 Wisdom damage)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 22), hatred of religion (+2 Wis)


STATISTICS


Str —, Dex 23, Con —, Int 13, Wis 22, Cha 18
Base Atk +9; CMB +13; CMD 28
Feats Dodge, Hover, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Perception), Skill Focus (Stealth), Step Up
Skills Fly +33, Knowledge (religion) +16, Perception +27, Spellcraft +16, Stealth +35
Languages Aklo, Common
SQ divine spell resistance


ECOLOGY


Environment any (Plane of Shadows)
Organization solitary, pair, or mass (3-5)
Treasure none


SPECIAL ABILITIES


Divine Spell Resistance (Su) A phantasm swarm has spell resistance against divine spells equal to 8 + its total HD. Arcane spells are not subject to this spell resistance.
Hatred of Religion (Su) The only thing a phantasm swarm hates more than religious holy/unholy symbols are those bearing them. The Wisdom damage dealt by the swarm attack is increased by +2 if the targeted creature possesses some kind of obvious holy/unholy symbol or channels energy.
Wisdom Damage (Su) A phantasm swarm’s attack deals 1d8 points of Wisdom damage to a living creature. This is a negative energy effect. A creature dies if this Wisdom damage equals or exceeds its actual Wisdom score.
It is done. These souls will never reincarnate nor will they be at peace. We have made them an offer and they chose to reject it. They refuse to work for us; they will have all eternity together to regret their decision. It is too late for them to reconsider now. Their souls are now damned for all time. Let them writhe in torment and remember their loss with no end. Pain is all they shall ever know.
– Thykan Rast, cleric of Asmodeus, “Ledger of Souls”

It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone. Its collective hatred for priests and all divine casters—the living intermediaries to the afterlife—gives a phantasm swarm power. The ghostly lynch mob now seeks revenge.
A phantasm swarm, armed with all its loathing of divinity, will attack any creature it identifies as an agent of a deity, regardless of the religion or alignment. Wearing a holy/unholy symbol or simply invoking the name of a deity may be enough for a phantasm swarm to exact retribution for its wretched state of disembodied unrest on a worshipful creature.
Magic bludgeoning weapons deal half damage to a phantasm swarm. All other magic weapons deal one quarter damage. Mundane weapons do no harm this furious soul cloud.

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What Kind of Monster Artwork Do You Prefer?

Earlier this week, we showed off a monster that a druid or wizard can summon with the conjure minor elemental spell. I really like that monster, but there’s something I have been wondering about with the artwork: the style. It is a beautiful color image. The problem is is that I don’t have a massive library of color images. I have a much larger library of black and white image. So as I continue to work on monster books for Fifth Edition, 13th Age, Pathfinder 2e (possibly), and other systems, I want to stay consistent as much as possible throughout the entire project. So that leads me to ask, what do you prefer?

Adding a parchment background to a black and white image is quite easy and rather fun. Not only that, it gives the image a distinctive feeling of being from an ancient tome that time forgot, in keeping with the fantasy theme. However, I do love looking at the color images in monster books. So I am asking you to help me make up my mind.

Tell me what kind of image would you like to see in a monster book from us. Vote in the poll below and as always, elaborate in the comments below.

What Style of Monster Artwork Do You Prefer?

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See our monster books we have published so far for Pathfinder and Fifth Edition at the JBE Shop.

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Pathfinder: Godling

Continuing our series of monsters released every Wednesday, we bring you one this week from our latest adventure—Deadly Delves: The Dragon’s Dream. This one is an aquatic blog of swamp mater that is worshipped as a god, where it gets its name from. This monster first appeared in our exceptional collection of high level monsters—Book of Beasts: Legendary Foes. Its original inspiration is from the Lovecraft story Call of Cthulhu where there was a creature in the Louisiana swamp that men worshiped as a god.

It was this creature that author Landon Wilkler took and make the initial source of problems that the players are investigating in his Dragon’s Dream adventure. I must admit that I love this adventure and not just because he is using more than one creature from my monster books. Landon did an amazing job crafting an adventure that your players will remember for years to come. At such a high level, I hope it helps you craft the story you want to tell on your way to level 20.

Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Godling CR 17

XP 102,400
NE Huge ooze (aquatic)
Init +13; Senses Blindsight 240 ft.; Perception +40


Defenses


AC 31, touch 17, flat-footed 22 (+9 Dex, +14 natural, –2 size)
hp 264 (23d8+161)
Fort +14, Ref +16, Will +20
DR 10/bludgeoning; Immune acid, electricity, ooze traits, piercing; Resist cold 10, fire 10; SR 25
Weaknesses vulnerable to sonic


Offense


Speed 40 ft., swim 120 ft.
Melee 6 tentacle +23 (1d8+5/19-20 plus grab plus poison), bite +25 (2d6+10)
Space 15 ft.; Reach 15 ft. (60 ft. with tentacles)
Special Attacks dominating song (DC 23), swallow whole (3d6 acid damage, AC 17, hp 26)


Statistics


Str 30, Dex 28, Con 25, Int 19, Wis 36, Cha 15
Base Atk +17; CMB +29; CMD 54
Feats Alertness, Combat Expertise (–5/+5), Combat Refexes, Deceitful, Defensive Combat Training, Greater Feint, Improved Critical (tentacle), Improved Feint, Improved Initiative, Multiattack, Skill Focus (Bluff, Linguistics)
Skills Bluff +35, Disguise +29, Linguistics +33, Perception +40, Sense Motive +40, Stealth +24 (+40 in swamps), Swim +18; Racial Modifiers +16 Stealth when in a swamp
Languages Abyssal, Aquan, Celestial, Common, Infernal plus 19 others; songspeech
SQ amphibious


Special Abilities


Dominating Song (Su) A godling can sing an enchanting song that dominates all intelligent creatures within 120 feet that fail a DC 23 Will save, as per the spell dominate person. A dominated creature receives a new Will each round to resist this effect. A creature that successfully saves against the dominating song is charmed, as per the spell charm person, for 1d3 rounds but afterwards is immune to this godling’s dominating song ability for 24 hours. This is a compulsion, language-dependent, mind-affecting effect. The save DC is Charisma-based.
Poison (Ex) Tentacle—injury; save Fort DC 28, frequency 1/round for 8 rounds, effect 1d4 Con plus stun, cure 3 consecutive saves. The save DC is Consitution-based.
Songspeech (Ex) When a godling speaks, it communicates in all languages it knows at once. A creature hears a language it knows while the other languages sound like a chorus singing musical notes.
Water Healing (Su) When a godling is touching water, it gains fast healing 10.

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Pathfinder RPG: Dare to Enter the Dragon’s Dream

Enter the Dragon’s Dream!

When workers on an archaeological expedition unearth a dragon’s skull, the entire dig crew disappears soon thereafter. Their patron Count Larom seeks adventurers to find out what happened to his employees. Since the workers’ disappearance, strange and terrible songs have been heard coming from the vicinity of the excavation. What dangerous magic has their tampering unleashed—and why have guardians of the realm of the dead suddenly taken such an interest in this site?

Deadly Delves: The Dragon’s Dream is an exciting deluxe adventure for 16th-level characters, and includes in its 47 action-packed pages:

  • 5 Fully-Statted New and Variant Monsters, keeping your players on their toes by giving them a new take on classic monsters as well as unique challenges they’ve never seen before
  • A New Haunt and A New Trap
  • 2 Beautiful Maps, with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • 4 New Magic Items, ideally suited to high-level characters
  • Enough content to get your group of 16th-level PCs to 17th level, heading towards the level beyond

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Maps to the Dragons Dream

On Tuesday, Deadly Delves: The Dragon’s Dream will be available for download and we couldn’t be more excited. This 16th level adventure is the perfect jumping off point to a planar adventure as you enter a demiplane composed of an old crypt dragon’s dream. Naturally, you start off with a normal enough location in the material plane, but the players find their way to a more exotic location.

That exotic location is what we are showing off today. The image at the top of this post is of the two maps included in this adventure. The one in the left is excavation of a lost site of powerful magic. The adventurers explore that location and find much more than they expected. Among the things they find is a gate way into the dream, taking them to the map on the right. There the mad dreams if such a power hungry creature twisted anything recognizable about reality that they will have a whole new realm to investigate.

Each of these maps are highly detailed in the adventure and are labeled with numbers for each encounter you find (as seen above). In a separate PDF, we included the player versions of these maps that lacks the numbers and lacks any spoilers that the GM’s version may have as well as a gridless version for VTT gaming.

We hope that this adventure will be memorable for you and your players. Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Pyroclastic Wight

I know it has been a while since we posted a monster on Wednesday. So we are making up for it by scheduling a number of Wednesday monsters and having them ready to go for a while.

For this week’s monster we bring you one from our adventure Deadly Delves: The Chaosfire Incursion. This undead horror is known as a pyroclastic wight. Formed when a creature is killed instantly by the wave of lava and volcanic
ash accompanying a volcanic eruption. Its body is vaporized instantly, but when the spirit cannot
accept the unexpected snuffing of their life, the creature returns as a pyroclastic wight. Its rage at the
unfairness of a death they didn’t even have time to mentally reconcile causes them to form a body out
of the cooling lava and ash, then seek to spread its excruciating death to as many others as it can. Download The Chaosfires Incursion today at the JBE Shop.

Pyroclastic Wight

This humanoid is made of a jagged volcanic rock exterior. Multiple cracks cover its form, leaking a
glowing orange light. Its eyes are blazing white hot fires—it is almost painful to gaze upon it.

Pyroclastic Wight CR 8

XP 4,800
NE Medium undead (fire)
Init +4; Senses darkvision 60 ft.; Perception +22
Aura pyroclastic aura (20 ft., DC 20)


Defenses


AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 102 (12d8+48)
Fort +10, Ref +8, Will +9
Defensive Abilities undead traits; Immune fire
Weaknesses slowed by cold


Offense


Speed 35 ft.
Melee 2 slams +13 (1d6+3 plus 2d6 fire)
Ranged lava bomb +13 (6d6)
Special Attacks lava bomb, tephra
Spell-Like Abilities (CL 12th; concentration +16)
3/day—ash storm UM, volcanic storm UM (DC 18)


Statistics


Str 16, Dex 18, Con —, Int 9, Wis 13, Cha 19
Base Atk +9; CMB +12; CMD 26
Feats Blind-Fight, Fleet, Improved Natural Armor, Great Fortitude, Skill Focus (Perception), Weapon Focus (slam)
Skills Escape Artist +16, Intimidate +19, Perception +22
Languages Common


Ecology


Environment any (near volcanic activity)
Organization solitary, pair, or eruption (3-12)
Treasure standard


Special Abilities


Lava Bomb (Su) A pyroclastic wight can reach into its body and hurl a lava ball as a standard action. The attack has a range of 100 feet with
no range increment. A lava bomb counts as a grenade-like weapon, splattering all creatures within 20 feet of the target with lava and dealing them half damage. A missed attack lands in a random square within 10 feet of the target, splattering all creatures within the splash range for half damage. Any creature damaged by a lava bomb takes half damage the following round.
Pyroclastic Aura (Su) A pyroclastic wight emits a 20-foot aura of volcanic heat and ash. All creatures in the aura take 2d6 fire damage and must make a DC 20 Fortitude save each round or be blinded by red hot ash for 1 round. Furthermore, the aura erodes fire resistance. For every point of damage the pyroclastic aura does to a creature, their fire resistance is reduced by that amount for one hour. Any creature killed by the pyroclastic aura is turned into ash. A round later, the ash crumbles,
leaving nothing behind. Creatures immune to fire are not affected by the aura.
Slowed by Cold (Ex) A pyroclastic wight doesn’t take damage from cold. Instead, cold damage slows or turns a pyroclastic wight into hardened
obsidian. For every 10 cold damage taken, a wight turns into an obsidian statue for one round, gaining 10 hardness and becoming unable
to move or take actions. While transformed into obsidian, further cold damage has no effect. In
the round following this transformation, or if the cold damage dealt is less than 10, a pyroclastic wight is slowed.
Tephra (Su) As a move action, a pyroclastic wight can expel molten material from its body in a
30-foot radius. This rapidly cools but covers the surrounding terrain in an uncomfortably hot and jagged rocky layer of tephra. This counts as difficult terrain covered in caltrops. Each 5-foot square has hardness 6 and 20 hit points.

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Pathfinder Playtest: My 4 Predictions

A few hours ago, the public playtest of Pathfinder Second Edition was announced. My guess was always the Gen Con 4 years after the launch of Pathfinder Unchained, which looks to be spot on (2 years to gather feedback from that book, 2 years to incorporate). My second clue that I was on the right track was when the point person on several of the RPG books was given to James Jacobs, a gentlemen more closely associated with the setting development instead of system development. This told me the RPG team had other priorities. The most likely guess to me was Pathfinder Second Edition.

With the core engine of the game nearly 20 years old, it is time for an overhaul, in the way that Wizards did with 4th and 5th editions in that time span. So what kind of changes should we expect to see in the new edition and what should stay the same. These are my predictions as to what we will see in the Pathfinder Playtest. Mind you: I have absolutely no more insider information than you; this is just the mad ramblings of someone else on the internet, except that I do have the perspective of being a publisher and I know how that affects certain decisions. So without further ado, here are my thoughts.

1. The Game Will Feel Familiar

A decent amount of the game will be something that you know already. Dwarven fighters wielding axes will join forced with half-orc barbarians and elven wizards to save the day. You will still have levels for characters and spells and of course they will not be the same thing. Your hat of disguise will still be your halfling rogue’s favorite accessory, and gnomes will still only be taken by gnome fans. You will all break down doors, kill monsters, and take their stuff all while rolling a d20 as the core die for the game. I do not see any need to fear here.

2. Some Classes Will Get an Overhaul

The cleric is a great class, really. However, its design is really showing its age. Both the oracle and warpriests are exceptional healers and have many more class options that the cleric lacks. Then there are secondary healers like the bard, druid, shaman, and witch which can heal as well but do so with considerably more versatility than just healing. For the cleric to be anything but an undead killer and healing wand, it needs much more in the way of class options.

Then there’s the rogue. The alchemist has trapfinding, and the ninja has sneak attack. Both of these have considerably more versatility than the rogue, and there are other classes do something similar to the rogue. It lacks abilities that it can call its own. Expect the rogue to be more distinct.

Other classes like the fighter and maybe even the wizard are could be considerably enhanced.

3. Borrowing Ideas from Starfinder/D&D 5e

I do not believe it a stretch to say that Pathfinder took the idea of alternate class options and ran with it more than any other before. They did such a good job with it, that design idea is evident in D&D 5e with their subclasses, hard-coding it into each class instead of bolting it on at a later date. Starfinder refined it even further by having the sub-classes/archetypes at the same levels, allowing a fighter or a wizard to take the same subclass. This idea, I expect to see in Pathfinder as well, if not exactly as in Starfinder, then the next evolution in the idea—whatever that may be.

In both Starfinder and 5e there are far less types of bonus to be applied to skills and consolidated skill lists; it seems only natural to see that in PF2e as well.

The last idea taken straight from Starfinder (originally from Pathfinder Unchained) is the monster creation system. As someone that built many monsters, I can say that the Unchained/Starfinder rules are the way to go.

4. Pathfinder Setting is Inseparable from the System

This is where my concern starts to show. As a compatible publisher, books that mix setting and system make it more difficult to separate one from the other. While I not have any doubt that I can accomplish this without any real issue, I do see this as a reoccurring issue for new publishers. Even still, it will be harder for me. I may be allowed to refer to a new spell called ray of light, but if it is listed in the spell section under D because the spell refers to a certain goddess that flowers at dawn, then it will only make my books that much harder to use. While I doubt this will be much of a problem for the core book, I do this as an issue for future expansion books down the road.

Like I said above, these are only guesses. It will be interesting to see come August how close those guesses are.

Visit JonBrazer.com for monsters, races, and other ideas you can use during the playtest (if we are allowed).

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GM’s Day Sale 2018

It’s that time of year again and the GM’s Day Sale is in full swing. Just about everything from Jon Brazer Enterprises is on sale at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. There you will find just about everything in the JBE catalog for Traveller, Pathfinder, Fifth Edition, 13th Age, and Swords and Wizardry at 30% off or more.

Additionally, we will be doing a number of 1-Day Sales at JBE Shop. Today we are offering the Pathfinder adventure Deadly Delves: Reign of Ruin for only $2 when you use the GMsDayReignOfRuin coupon code. Download this adventure today and check back this adventure over the next week for more.

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Pathfinder: Eternal Implement for Samsaran Occultists

Earlier this month, we released the Book of Heroic Races: Occult Intrigue in the Wilderness. This book details new ways for your character to battle the forces of evil with archetypes and class options for the non-core book races. Some of those options are very specific to the race, like the equinox infiltrator archetype for wyrwood vigilantes. Others are themed for the race but technically can be taken by anyone like the alligator/crocodile shifter aspect for lizardfolk. Today we are looking at one that straddles the line. The eternal implement for samsaran occultists has a strong connection to past lives. If your home setting does anything with past lives, this one would be perfect for just such a setting. However, if samsarans are the only race in your game that reincarnates, then this implement is solely for them. No matter how you use it, we hope it is fun for your game.

Eternal Implements

Eternal implements allow samsaran occultists to perform magic that draws on their past lives and their racial connection to the eternal cycles of life and death.
Implements: death shroud, family heirloom, journal, medal, noble vestment, pocket watch, veil.

Resonant Powers: Each time the occultist invests mental focus into an eternal implement, the implement grants the following power. The implement’s bearer gains the benefit of this power until the occultist refreshes his focus.
Memory Echoes (Su): The implement invokes the knowledge and memories of those who have borne it in the past. The implement’s bearer gains a +1 competence bonus on all Intelligence-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Base Focus Power: All occultists who learn to use eternal implements gain the following focus power.
Touch of Antiquity (Sp): As a standard action, you can expend 1 point of mental focus to cause an object to age, withering as though it had endured for long stretches of time. Your touch deals 1d4 points of damage + 1d4 points for every 2 occultist levels you possess beyond 1st to an object and grants it the broken condition. Alternatively, with a successful melee touch attack, you can cause the same decay in constructs, dealing 1d6 points of damage + 1d6 points of damage for every 2 occultist levels you possess beyond 1st.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use eternal implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Ancient Prowess (Sp): As a standard action, you can impart martial techniques from a past life on yourself or a living creature you touch. Your touch grants the use of any one combat feat for 1 minute. The granted feat must not have any other feat prerequisites but can be used without meeting other requirements (such as base attack bonus or race). This ability grants the use of an additional combat feat for every 6 levels you possess (to a maximum of 4 at 18th level). These subsequent feats can have feat prerequisites if those prerequisites are also granted by the same use of this ability.

Collective Calm (Sp): As a standard action, you can spend 1 point of mental focus to draw upon the collective experiences of your past lives, giving you improved ability to perform difficult tasks under pressure. When you use this focus power, select a number of skills equal to 1 + your Intelligence modifier. For 1 minute per occultist level you possess, you can take 10 on skill checks with the chosen skills even when stress and distractions would normally prevent you from doing so. You must be at least 9th level to select this focus power.

Mantle of Antiquity (Sp): As a standard action, you can spend 1 point of mental focus to shroud yourself in an ephemeral mantle that causes your countenance to shift between images of your past lives. The shifting nature of the images makes your position hard to discern, causing attacks against you to have a 20% miss chance. Once, while the mantle is active, you can call upon the skills of your past lives to automatically succeed on any one saving throw as though you had rolled a natural 20, which instantly ends this effect. The mantle otherwise lasts for 1 minute for each occultist level you possess. You must be at least 5th level to select this focus power.

Reincarnation’s Guise (Sp): As a standard action, you can spend 1 point of mental focus to assume the form of one of your past lives, changing your appearance as per the spell disguise self (though your appearance must be either human or samsaran, as appropriate for your past lives) and gaining a +4 enhancement bonus to any one ability score for 1 minute for each occultist level you possess. You must be at least 3rd level to select this focus power.

Restore Grandeur (Sp): As a standard action, you can spend 1 point of mental focus to touch an object or creature and restore it to its former glory. If you restore grandeur to an object, your touch restores 1d4 points of damage to the object plus 1d4 points for every 2 occultist levels you possess beyond 1st. If you instead target a creature, your touch instead restores 1d6 points of damage plus 1d6 points for every 2 occultist levels you possess beyond 1st. Living creatures can only receive healing from this ability once per day.

Wisdom of the Ages (Sp): You can spend 1 point of mental focus to search memories from your past lives to recall legends and myths. This functions as legend lore, but the person or thing you wish to learn of must be at hand, and the casting time is always 1d4 minutes. You must be at least 11th level to select this focus power.

Occultist Spells

Occultists who select the eternal implements school gain access to the following spells.
0-Level Occultist Spells: guidance, purify food and water, stabilize

1st-Level Occultist Spells: borrow skill APG, burst of insight OA, comprehend languages, deathwatch, deja vu OA, disguise self, karmic blessing ARG, object reading OA, protection from chaos/evil, sanctify corpse UM, see alignment UC, share language APG, youthful appearance UM

2nd-Level Occultist Spells: augury, blessing of courage and life APG, hypercognition OA, make whole, share memory UM, tongues, undetectable alignment

3rd-Level Occultist Spells: gentle repose, haste, hold person, erase impressions OA, lesser age resistance UM, magic circle against chaos/evil, retrocognition OA, sands of time UM, slow, speak with dead

4th-Level Occultist Spells: age resistance UM, death ward, legend lore, reincarnate

5th-Level Occultist Spells: atonement, dispel chaos/evil, elude time APG, fabricate, greater age resistance UM, serenity UM, threefold aspect APG

6th-Level Occultist Spells: disintegrate, euphoric tranquility APG, mislead, repress memory OA, transformation

Download the Book of Heroic Races: Occult Intrigue in the Wilderness today at the JBE Shop for your Pathfinder game. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Dreamation: A Gender-Inclusive Convention

If you want to know how to make your gaming conversation gender inclusive, to make it a welcoming place for all gamers no matter what their background, look no further than Dreamation. This convention, as well as DexCon, both if which are run by Dexposure, is a local con for me, located in North-Central New Jersey. It hosts board games, miniature war games, LARPs, and of course role playing games. It was this past weekend and I enjoyed myself immensely at it.

This conversation has a sizable indy game presence where you can find yourself in a game of Monster Hearts as well as Dungeons and Dragons. I spotted games of Dungeon World and Misspent Youth. I ran a game of Traveller set in the Foreven Worlds. Naturally Adventurers League, Pathfinder Society, and Starfinder Society were present as well as Living Arcanis, Greyhawk Reborn, and Shadowrun Missions. I can now finally say I played in Pathfinder Society. Despite having a low 4 digit society number, I never sat down for a game. My first character is now level 2. First, however, I had to play a pair of Greyhawk Reborn games. If you like D&D5e rules but miss the Greyhawk setting, but sure to check out Reborn. You will be glad you did.

Munchkin Panic

While I spent much of my time in the role playing area, I did slip out and got in a game of Munchkin Panic. This game is similar to Castle Panic, but with some elements of Munchkin thrown in. The shear number of games that were offered we’re amazing and well worth spending an entire weekend in those areas.

I never got to the war gaming and LARPing area and I always wish I did. Perhaps next year. Seeing people in costume or with their minis sets is always a joy.

So what about this conversation makes it inclusive? I will just let two pictures speak for themselves:

By having ribbons to stick to name badges that let everyone know how they should be identified, it makes it more comfortable for everyone. No one has to tell another how they should be identified; everyone can just read for themselves. On top of that, the signs in the second picture we’re covering the normal restroom signage, meaning there weren’t any strictly male or female restrooms. I did hear some ask others that the seat be lowered when they leave so maybe that can be added to future signs. Even still, there are plenty of other ways Dreamation supports an inclusive culture in tabletop gaming, and if every other convention followed their example in these two areas, it would go a long way to helping gaming to being a welcoming place for all.

When I talked about PAX Unplugged last year, I mentioned that they needed a much better way to pre-register people for games. While Dreamation’s system is light years ahead if them, they could be better. I would prefer it if they migrated completely to Warhorn or Tabletop.Events instead of only being done by Adventurers League, Pathfinder Society, and Greyhawk Reborn, but writing names down on paper still got the job done. Dreamation had a massive quantity more games, letting everyone get in a game in every time slot they choose to. Plus, Dreamation’s sign up sheets were always up and spread out over a sizable area, letting multiple people sign up for games at the same time, day or night. So if my biggest complaint about the convention is that its game registration system is not as modern as I would like it to be, I’d call that a serious win for this conversation.

Be sure to check out Dreamation and the other conventions such as DEXCon at Dexposure.com.

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Pathfinder: Book of Heroic Races: Occult Intrigue in the Wilderness is Unleashed for your Game

Heroes Assemble!

From the seas below to the skies above, from the land to the stars, heroes are all around us, and they come in many different forms. Now that heroes take on the forms of animals, are filled with spirits of ancient heroes, assume different personas, and wield mastery of the elements, these heroic races can join the fray and save the day like the common races. Enhance your character and your game by adopting an intriguing theme with these occult options as you venture into the wilderness. Play a character that you have always dreamed of playing, with all-new specific character options tailored to each race’s flavor. Expand your horizons and your gaming experience with these Heroic Races today!

Book of Heroic Races: Occult Intrigue in the Wilderness is the essential expansion for playing an amazing race with a new class. This 45-page supplement features:

  • 76 New Character Archetypes and Class Options for 14 Races, designed specifically for the kineticist, medium, mesmerist, occultist, psychic, shifter, spiritualist, and vigilante classes for the android, catfolk, changeling, dhampir, elan, lizardfolk, merfolk, samsaran, sashahar, skinwalker, tengu, umbral kobold, wyrwood, and wyvaran races
  • 112 New Favored Class Options and 9 New Feats, bringing out the races’ natural abilities for each of these new classes
  • New imagination fuel to create new heroes for your campaign world

Be Heroic With These Advanced Races Today!

Download the Book of Heroic Races: Occult Intrigue in the Wilderness today at the JBE Shop for your Pathfinder game. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.